Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Bolas, Chandra, Domri, Elspeth, Garruk, Gideon, Jace, Karn, Koth, Liliana, Nissa, Ral, Sarkhan, Sorin, Tamiyo, Tezzeret, Tibalt, Venser, and Vraska. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Ashiok, Bolas, Chandra, Domri, Elspeth, Garruk, Gideon, Jace, Karn, Koth, Liliana, Nissa, Ral, Sarkhan, Sorin, Tamiyo, Tezzeret, Tibalt, Venser, Vraska, and Xenagos. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "originally printed" in a particular set. See rule 700.5 for details.

Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "originally printed" in a particular set. See rule 700.6 for details.

207.2c.

207.2c.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep, and threshold.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, domain, fateful hour, grandeur, hellbent, heroic, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep, and threshold.

301.5e.

An ability of a permanent that refers to the "equipped creature" refers to whatever creature that permanent is attached to, even if the permanent with the ability isn't an Equipment.

301.6.

301.6.

Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Fortification's analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a-d apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that's also a creature (not a land) can't fortify a land. (See rule 702.66, "Fortify.")

Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Fortification's analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a-e apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that's also a creature (not a land) can't fortify a land. (See rule 702.66, "Fortify.")

301.7.

If a non-Equipment permanent has an ability that refers to the "equipped creature," that phrase doesn't refer to any creature. Similarly, a non-Fortification permanent that has an ability that refers to the "fortified land" doesn't refer to any land.

303.4h.

303.4h.

If an effect attempts to put a non-Aura permanent onto the battlefield attached to a creature, that permanent enters the battlefield unattached.

If an effect attempts to put a permanent that isn't an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.

303.4j.

303.4j.

If a non-Aura permanent has an ability that refers to the "enchanted [object or player]," that phrase doesn't refer to any object or player.

An ability of a permanent that refers to the "enchanted [object or player]" refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn't an Aura.

305.7.

305.7.

If an effect sets a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Setting a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.

If an effect sets a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copy effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Setting a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.

700.5.

A player's devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls.

"Monstrosity N" means "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous." Monstrous is a condition of that permanent that can be referred to by other abilities.

701.28b.

If a permanent's ability instructs a player to "monstrosity X," other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.

702.102.

Bestow

702.102a.

Bestow represents two static abilities, one that functions while the card with bestow is on the stack and another that functions both while it's on the stack and while it's on the battlefield. "Bestow [cost]" means "You may cast this card by paying [cost] rather than its mana cost." and "If you chose to pay this spell's bestow cost, it becomes an Aura enchantment and gains enchant creature. These effects last until one of two things happens: this spell has an illegal target as it resolves or the permanent this spell becomes, becomes unattached." Paying a card's bestow cost follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.

702.102b.

If a spell's controller chooses to pay its bestow cost, that player chooses a legal target for that Aura spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.

702.102c.

A spell's controller can't choose to pay its bestow cost unless that player can choose a legal target for that spell after it becomes an Aura spell.

702.102d.

As an Aura spell with bestow begins resolving, if its target is illegal, the effect making it an Aura spell ends. It continues resolving as a creature spell and will be put onto the battlefield under the control of the spell's controller. This is an exception to rule 608.3a.

702.102e.

If an Aura with bestow is attached to an illegal object or player, it becomes unattached. This is an exception to rule 704.5n.

901.10b.

901.10b.

Abilities from phenomena owned by player who left the game remain on the stack controlled by the new planar controller.

Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.

Bestow

A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, "Bestow."

Devotion

A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.

Monstrosity

A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.28, "Monstrosity."

Monstrous

A term that describes a creature whose ability including a monstrosity instruction has resolved. See rule 701.28, "Monstrosity."

Paired

A term that describes a creature that's been affected by a soulbond ability. See rule 702.94, "Soulbond."